Shiori, Adept of the Jade Hare
Cloak of the Manta Ray,
Windrunner´s Shroud (Glamoured Studded Leather),
Oathkeepers Memento (Necklace of Prayer Beads),
A Warrior's Promise (Ring of Free Action),
Asklepios' Panacea (Staff of Healing),
Odin, the Faithful Guardian (Onyx Dog),
Helm of Comprehending Languages,
Ring of Water Walking,
Robe of Eyes,
Boots of Speed,
Ring of Protection
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2025-06-08 18:14 | Starting Log | 1 | 10 | Show | ||||
Shiori, Adept of the Jade HareSize: 175 (medium) Costomizing your Origin: Chosen Class: Ranger Background: Moon Twins (Feylost) Ranger Starting Equipment Choice Out of the Abyss erlaubt es den Spielern auf lvl 2 zu starten. BiographySuigetsu & Shiori: Children of the Moon Palace Shiori, the Ranger of Whispering Paths: Shiori, Suigetsu’s twin, possesses an uncanny connection to the Feywild. From a young age, she explored the hidden gardens and labyrinthine corridors of the Moon Palace, learning the ways of the forest, mastering the arts of tracking, healing, and communicating with the spirits of nature. Her innate ability to sense and navigate the interwoven planes makes her an unparalleled Ranger. Shiori’s knowledge of herbs and her understanding of the natural world is as profound as the ancient scrolls lining the Palace library. The Jade and Moonstone amulet she wears enhances her connection to the Feywild, allowing her to move through different planes with ease and subtly influence the natural world around her. Her oath is to defend the delicate balance of the Feywild, a responsibility that stems from her deep respect for the interconnectedness of all things. The Twins' Journey: Sent on a pilgrimage by the Jade Hare, Suigetsu and Shiori embark on a quest to gather arcane, alchemic, and healing knowledge from various planes. Their journey is not merely an academic pursuit; it holds a deeper significance, known only to the Archfey. The twins, unaware of their hidden destiny tied to an ancient moon seal, travel as devoted Adepts, dedicated researchers, and unwitting players in a larger, unfolding saga. Their bond, forged in the heart of the Moon Palace, serves as their greatest strength, allowing them to overcome obstacles and unravel the mysteries that lie ahead. Suigetsu's unwavering faith and Shiori's intuitive understanding of the natural world complement each other, forming a formidable team capable of facing any challenge. Their shared destiny: The twins' journey is one of discovery, growth, and the unfolding of a destiny intertwined with the ancient magic of the Moon Palace and the secrets of the Feywild. Their individual strengths, combined with their unbreakable bond, will determine the course of their future and perhaps, the fate of worlds beyond their own. Shiori, the Ranger of Whispering Paths, was born under the same rare lunar conjunction as her twin brother, Suigetsu, an event that imbued her with an uncanny connection to the Feywild. Her upbringing in the Moon Palace, amidst the whispering herbs and shadowy corridors, shaped her into a master tracker, healer, and communicator with the spirits of nature. From a young age, she displayed an exceptional ability to sense and navigate the interwoven planes, moving with an instinctual grace that belied her years. Her training under the Jade Hare honed her skills, pushing her to the limits of her perception and understanding of the natural world. She learned from trackers, wardens, and herbalists, mastering the arts of tracking, planar travel, and communicating with the spirits of nature. Her exceptional ability lies in sensing and navigating the unseen pathways between realms, moving with an instinctual grace that is both awe-inspiring and terrifying to those who witness it. She can blend seamlessly with the natural world, a phantom of the woods and a guardian of the wilds. The Jade and Moonstone amulet, a gift from the Archfey, enhances her connection to the Feywild, allowing her to move through different planes with ease and subtly influence the natural world around her. She uses her knowledge of herbs and her understanding of the natural world to heal and protect, her touch as gentle as a summer breeze and as potent as the most potent elixirs. She can communicate with the spirits of nature, seeking guidance and aid, her voice as soft as a rustling leaf and as persuasive as the song of a siren. Shiori's oath is to defend the delicate balance of the Feywild, a responsibility that stems from her deep respect for the interconnectedness of all things. Her journey is not merely a pilgrimage for knowledge; it's a quest for self-discovery, a path toward fulfilling her destiny. The hidden moon sigil within her veins whispers of a larger purpose, a destiny intertwined with the fate of the Feywild and the balance of the planes. Her intuitive understanding of the natural world, coupled with her mastery of stealth and tracking, will be tested as she navigates the treacherous paths ahead, facing challenges that will push her to the very limits of her abilities. She is more than just a ranger; she is a guardian, a protector, and a champion of balance, her path illuminated by the silvery glow of Chandra, the silver moon. |
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2025-06-21 19:00 | DDHC - Out of the Abyss - Chapter 1: Prisoners of the Drow | 1 | 1 | 12.16 | 10 | Bag of Holding | Show | |
Teilnehmer: Infos: Wichtige Drow: Gefangene: Sylas Mutter wurde auch entführt und als sie sich wehrte wurde sie ins Netz der Spinnen geworfen und von einer verschlungen. gefundene gegenstände: Loot: 12gp 1sp 6cp Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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2025-06-28 20:30 | DDHC - Out of the Abyss - Chapter 2: In to Darkness | 2 | 10 | Cloak of the Manta Ray | Show | |||
Teilnehmer: Infos: Pilze die wir im Underdark gefunden haben: Tongue of Madness Ormu Nilhogg’s Nose Trillimac Fire Lichen Bluecap Loot: Cloak of the Manta Ray |
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2025-07-08 19:08 | DDHC - Out of the Abyss - Chapter 3: The Darklake | 3 | 1 | 664.1 | 10 | Show | ||
Teilnehmer: Infos: https://files.d20.io/images/105903670/9oUYPvnHy2IZF_TZB67lGg/med.png?1582762363 Als wir endlich in der Cuatoa Siedlung ankamen wurden wir erst von drei Wachen begrüßt die uns zu einer Statur ihrer Göttin Blibdoolvpoolp (Meeresmutter) bringen. Dort täuschte die Bewohner und deren Hohepreisterin Ploopploopeen, das wir mit Wohlwollend auf uns herabblick (Mit Minor Ilusion usw.). Bloppblippodd, Tochter der Hohepriesterin. Pilze im Underdark: Zurkhwood Loot: 664gp 1sp +1 lvl Ranger lvl 4 Feat: Skulker +1 Dex |
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2025-07-26 18:00 | DDHC - Out of the Abyss - Chapter 3: The Darklake | 4 | 1 | 10 | Windrunner´s Shroud (Glamoured Studded Leather), Oathkeepers Memento (Necklace of Prayer Beads), A Warrior's Promise (Ring of Free Action), Asklepios' Panacea (Staff of Healing), Odin, the Faithful Guardian (Onyx Dog), Helm of Comprehending Languages | Show | ||
Teilnehmer: Infos: Die Note die Mia Shiori zugesteckt hat: Fungy aus dem Underdark: Loot: Windrunner´s Shroud (Glamoured Studded Leather) While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor. Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. This studed leather armor is embroidered with fine linings of silver and pearl. Alice has woven them into it herself, formed from strands of moonlight and her own hair. With them she has woven in wishes of protection, good health and save journeys. White roc feathers cushion the joints of its shoulder pads. While not quite sentient, Alices wishes have granted this armor somewhat of a will. It harbors the desire to protect its master from harm. Its favorite glamour for traveling appears to be that of a bright grey cloak that glitters like a starry sky. Heroic. A great hero once wielded this item. Anyone who knows the item’s history expects great deeds from the new owner. "Everyone gets lost at times. They may hesitate and doubt which way to to. But don't worry. Everyone goes through moments of uncertainty and hesitation. Whether it's calming, angry, happy or sad. All they need is a little nudge to take that step where they truely belong. I'm leaving that little nudge with you and I hope you will share it with others. Such is the essence of adventure, the will of the Hexenzirkel." Oathkeepers Memento (Necklace of Prayer Beads) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. 1d20 Bead Spell The Necklace has 5 beads. One of Blessing, Curing, Favor, Smiting and Wind Walking. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. This necklace depicts Yggdrasil, the world ash. Woven into the knots that build its crown are five gems. Blue Alexandrite, Green Emerald, Red Garnet, Black Onyx and Yellow Peridot. At its roots a White Diamond lies, representing the wearers journey up the tree, the hardships they might endure and the anweres one might find along the path. Alexandrite. To navigate changes. *"Keep this as a reminder, in dark places you find yourself in. Look to the light within, so you may continue to serve, as a beacon for others. No one is unbreakable. Whatever pain one person may endure can bring others to tears. But therein lies our strength, for when we fall, our brothers and sisters are there to lift us up. Again and again, without end." A Warrior's Promise (Ring of Free Action) While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition. War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn. https://files.d20.io/images/450195463/y0Ftv7DQ9t2nIeFOuwDg7A/med.png?1753545905 Confident. This ring helps you feel self-assured. "As fragmented, imperfect beings, yours is a never-ending quest. To find your purpose, knowing your end is assured. To find the strength to carry on, when all strength has left you. To find joy even when darkness falls. And, amidst the deepest despair, light everlasting." Asklepios' Panacea (Staff of Healing) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. Strange material. This staff is crafted by an ancient metal, whose origin and remains have long been lost from this world, erased from histories weave. Orichalcum. This Staff is formed like a walking cane for a doctor, with a black shaft and a golden handle depicting a snake slithering up towards an orb with wings. Meant for examining patients without touching them, as well as for self-defense against the jaded. Magic mouth. Courtesy of Alice, this weapon is enchanted with a Magic Mouth spells, whispering "T'is time for an injection." whenever it is used to cast Cure Wounds from it to the recipient. Further, it shouts out "For life!", every time Mass Cure Wounds is cast from it in an heroic manner. "The most important lesson i've learned, is that learning isn't simply passing once eyes over words. Nay. It is when understanding for oneself, that knowledge attains its true value." Odin, the Faithful Guardian (Onyx Dog) A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Onyx Dog. This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed. Sentinel. This item glows faintly when demons are within 120 feet of it. It yearns to protect its master. This onyx figurine for some reason fails to summon a black Mastiff. Instead it is a black and white staffordshire terrier and the goodest of boys. It wears a collar with the name "Odin" written on it. The terrier fiercly protects its master and will often ignore its own recharge limitations to comfort them or go for walks. "For my understanding it isn't more power you require. Another will see to that. Instead, I would offer this: companionship. This one will never stray far and he will never die, rest assured. What love and joy has been torn from your life, I hope can be rekindled with this at least a little. Whatever you decide to do, I firmly believe you will do well. For you have the strength to forge your own path. You will leave countless lives better than you found them, and the souls you touch will never forget your kindness. Then, in difficult times, when you question your worth and your choices, they will raise their voices to remind you of the difference you have made. And so your actions will affirm your path." Helm of Comprehending Languages While wearing this helm, you can cast Comprehend Languages from it. +1 lvl Ranger Level 5 Item Chose: |
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2025-08-02 20:59 | DDHC - Out of the Abyss - Chapter 3: The Darklake | 5 | 30 | 10 | Ring of Water Walking, Robe of Eyes, Boots of Speed, Ring of Protection | Show | ||
Teilnehmer: Info: Gracklstugh Loot: 30gp Ring of Water Walking While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. Robe of Eyes This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success. Boots of Speed While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. Ring of Protection You gain a +1 bonus to AC and saving throws while wearing this ring. |
Date Played | Adventure Title | Tier ▲ | Session | ACP | TCP | Downtime | Renown | |
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2025-06-08 18:14 | Starting Log | Show | ||||||
Shiori, Adept of the Jade HareSize: 175 (medium) Costomizing your Origin: Chosen Class: Ranger Background: Moon Twins (Feylost) Ranger Starting Equipment Choice Out of the Abyss erlaubt es den Spielern auf lvl 2 zu starten. BiographySuigetsu & Shiori: Children of the Moon Palace Shiori, the Ranger of Whispering Paths: Shiori, Suigetsu’s twin, possesses an uncanny connection to the Feywild. From a young age, she explored the hidden gardens and labyrinthine corridors of the Moon Palace, learning the ways of the forest, mastering the arts of tracking, healing, and communicating with the spirits of nature. Her innate ability to sense and navigate the interwoven planes makes her an unparalleled Ranger. Shiori’s knowledge of herbs and her understanding of the natural world is as profound as the ancient scrolls lining the Palace library. The Jade and Moonstone amulet she wears enhances her connection to the Feywild, allowing her to move through different planes with ease and subtly influence the natural world around her. Her oath is to defend the delicate balance of the Feywild, a responsibility that stems from her deep respect for the interconnectedness of all things. The Twins' Journey: Sent on a pilgrimage by the Jade Hare, Suigetsu and Shiori embark on a quest to gather arcane, alchemic, and healing knowledge from various planes. Their journey is not merely an academic pursuit; it holds a deeper significance, known only to the Archfey. The twins, unaware of their hidden destiny tied to an ancient moon seal, travel as devoted Adepts, dedicated researchers, and unwitting players in a larger, unfolding saga. Their bond, forged in the heart of the Moon Palace, serves as their greatest strength, allowing them to overcome obstacles and unravel the mysteries that lie ahead. Suigetsu's unwavering faith and Shiori's intuitive understanding of the natural world complement each other, forming a formidable team capable of facing any challenge. Their shared destiny: The twins' journey is one of discovery, growth, and the unfolding of a destiny intertwined with the ancient magic of the Moon Palace and the secrets of the Feywild. Their individual strengths, combined with their unbreakable bond, will determine the course of their future and perhaps, the fate of worlds beyond their own. Shiori, the Ranger of Whispering Paths, was born under the same rare lunar conjunction as her twin brother, Suigetsu, an event that imbued her with an uncanny connection to the Feywild. Her upbringing in the Moon Palace, amidst the whispering herbs and shadowy corridors, shaped her into a master tracker, healer, and communicator with the spirits of nature. From a young age, she displayed an exceptional ability to sense and navigate the interwoven planes, moving with an instinctual grace that belied her years. Her training under the Jade Hare honed her skills, pushing her to the limits of her perception and understanding of the natural world. She learned from trackers, wardens, and herbalists, mastering the arts of tracking, planar travel, and communicating with the spirits of nature. Her exceptional ability lies in sensing and navigating the unseen pathways between realms, moving with an instinctual grace that is both awe-inspiring and terrifying to those who witness it. She can blend seamlessly with the natural world, a phantom of the woods and a guardian of the wilds. The Jade and Moonstone amulet, a gift from the Archfey, enhances her connection to the Feywild, allowing her to move through different planes with ease and subtly influence the natural world around her. She uses her knowledge of herbs and her understanding of the natural world to heal and protect, her touch as gentle as a summer breeze and as potent as the most potent elixirs. She can communicate with the spirits of nature, seeking guidance and aid, her voice as soft as a rustling leaf and as persuasive as the song of a siren. Shiori's oath is to defend the delicate balance of the Feywild, a responsibility that stems from her deep respect for the interconnectedness of all things. Her journey is not merely a pilgrimage for knowledge; it's a quest for self-discovery, a path toward fulfilling her destiny. The hidden moon sigil within her veins whispers of a larger purpose, a destiny intertwined with the fate of the Feywild and the balance of the planes. Her intuitive understanding of the natural world, coupled with her mastery of stealth and tracking, will be tested as she navigates the treacherous paths ahead, facing challenges that will push her to the very limits of her abilities. She is more than just a ranger; she is a guardian, a protector, and a champion of balance, her path illuminated by the silvery glow of Chandra, the silver moon. |
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2025-06-21 19:00 | DDHC - Out of the Abyss - Chapter 1: Prisoners of the Drow | 1 | 10 | Show | ||||
Teilnehmer: Infos: Wichtige Drow: Gefangene: Sylas Mutter wurde auch entführt und als sie sich wehrte wurde sie ins Netz der Spinnen geworfen und von einer verschlungen. gefundene gegenstände: Loot: 12gp 1sp 6cp Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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2025-06-28 20:30 | DDHC - Out of the Abyss - Chapter 2: In to Darkness | 2 | 10 | Show | ||||
Teilnehmer: Infos: Pilze die wir im Underdark gefunden haben: Tongue of Madness Ormu Nilhogg’s Nose Trillimac Fire Lichen Bluecap Loot: Cloak of the Manta Ray |
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2025-07-08 19:08 | DDHC - Out of the Abyss - Chapter 3: The Darklake | 3 | 10 | Show | ||||
Teilnehmer: Infos: https://files.d20.io/images/105903670/9oUYPvnHy2IZF_TZB67lGg/med.png?1582762363 Als wir endlich in der Cuatoa Siedlung ankamen wurden wir erst von drei Wachen begrüßt die uns zu einer Statur ihrer Göttin Blibdoolvpoolp (Meeresmutter) bringen. Dort täuschte die Bewohner und deren Hohepreisterin Ploopploopeen, das wir mit Wohlwollend auf uns herabblick (Mit Minor Ilusion usw.). Bloppblippodd, Tochter der Hohepriesterin. Pilze im Underdark: Zurkhwood Loot: 664gp 1sp +1 lvl Ranger lvl 4 Feat: Skulker +1 Dex |
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2025-07-26 18:00 | DDHC - Out of the Abyss - Chapter 3: The Darklake | 4 | 10 | Show | ||||
Teilnehmer: Infos: Die Note die Mia Shiori zugesteckt hat: Fungy aus dem Underdark: Loot: Windrunner´s Shroud (Glamoured Studded Leather) While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor. Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. This studed leather armor is embroidered with fine linings of silver and pearl. Alice has woven them into it herself, formed from strands of moonlight and her own hair. With them she has woven in wishes of protection, good health and save journeys. White roc feathers cushion the joints of its shoulder pads. While not quite sentient, Alices wishes have granted this armor somewhat of a will. It harbors the desire to protect its master from harm. Its favorite glamour for traveling appears to be that of a bright grey cloak that glitters like a starry sky. Heroic. A great hero once wielded this item. Anyone who knows the item’s history expects great deeds from the new owner. "Everyone gets lost at times. They may hesitate and doubt which way to to. But don't worry. Everyone goes through moments of uncertainty and hesitation. Whether it's calming, angry, happy or sad. All they need is a little nudge to take that step where they truely belong. I'm leaving that little nudge with you and I hope you will share it with others. Such is the essence of adventure, the will of the Hexenzirkel." Oathkeepers Memento (Necklace of Prayer Beads) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. 1d20 Bead Spell The Necklace has 5 beads. One of Blessing, Curing, Favor, Smiting and Wind Walking. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. This necklace depicts Yggdrasil, the world ash. Woven into the knots that build its crown are five gems. Blue Alexandrite, Green Emerald, Red Garnet, Black Onyx and Yellow Peridot. At its roots a White Diamond lies, representing the wearers journey up the tree, the hardships they might endure and the anweres one might find along the path. Alexandrite. To navigate changes. *"Keep this as a reminder, in dark places you find yourself in. Look to the light within, so you may continue to serve, as a beacon for others. No one is unbreakable. Whatever pain one person may endure can bring others to tears. But therein lies our strength, for when we fall, our brothers and sisters are there to lift us up. Again and again, without end." A Warrior's Promise (Ring of Free Action) While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition. War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn. https://files.d20.io/images/450195463/y0Ftv7DQ9t2nIeFOuwDg7A/med.png?1753545905 Confident. This ring helps you feel self-assured. "As fragmented, imperfect beings, yours is a never-ending quest. To find your purpose, knowing your end is assured. To find the strength to carry on, when all strength has left you. To find joy even when darkness falls. And, amidst the deepest despair, light everlasting." Asklepios' Panacea (Staff of Healing) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. Strange material. This staff is crafted by an ancient metal, whose origin and remains have long been lost from this world, erased from histories weave. Orichalcum. This Staff is formed like a walking cane for a doctor, with a black shaft and a golden handle depicting a snake slithering up towards an orb with wings. Meant for examining patients without touching them, as well as for self-defense against the jaded. Magic mouth. Courtesy of Alice, this weapon is enchanted with a Magic Mouth spells, whispering "T'is time for an injection." whenever it is used to cast Cure Wounds from it to the recipient. Further, it shouts out "For life!", every time Mass Cure Wounds is cast from it in an heroic manner. "The most important lesson i've learned, is that learning isn't simply passing once eyes over words. Nay. It is when understanding for oneself, that knowledge attains its true value." Odin, the Faithful Guardian (Onyx Dog) A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Onyx Dog. This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed. Sentinel. This item glows faintly when demons are within 120 feet of it. It yearns to protect its master. This onyx figurine for some reason fails to summon a black Mastiff. Instead it is a black and white staffordshire terrier and the goodest of boys. It wears a collar with the name "Odin" written on it. The terrier fiercly protects its master and will often ignore its own recharge limitations to comfort them or go for walks. "For my understanding it isn't more power you require. Another will see to that. Instead, I would offer this: companionship. This one will never stray far and he will never die, rest assured. What love and joy has been torn from your life, I hope can be rekindled with this at least a little. Whatever you decide to do, I firmly believe you will do well. For you have the strength to forge your own path. You will leave countless lives better than you found them, and the souls you touch will never forget your kindness. Then, in difficult times, when you question your worth and your choices, they will raise their voices to remind you of the difference you have made. And so your actions will affirm your path." Helm of Comprehending Languages While wearing this helm, you can cast Comprehend Languages from it. +1 lvl Ranger Level 5 Item Chose: |
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2025-08-02 20:59 | DDHC - Out of the Abyss - Chapter 3: The Darklake | 5 | 10 | Show | ||||
Teilnehmer: Info: Gracklstugh Loot: 30gp Ring of Water Walking While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. Robe of Eyes This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success. Boots of Speed While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. Ring of Protection You gain a +1 bonus to AC and saving throws while wearing this ring. |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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2025-06-08 18:14 | Starting Log | 10 | Show | |||||
Shiori, Adept of the Jade HareSize: 175 (medium) Costomizing your Origin: Chosen Class: Ranger Background: Moon Twins (Feylost) Ranger Starting Equipment Choice Out of the Abyss erlaubt es den Spielern auf lvl 2 zu starten. BiographySuigetsu & Shiori: Children of the Moon Palace Shiori, the Ranger of Whispering Paths: Shiori, Suigetsu’s twin, possesses an uncanny connection to the Feywild. From a young age, she explored the hidden gardens and labyrinthine corridors of the Moon Palace, learning the ways of the forest, mastering the arts of tracking, healing, and communicating with the spirits of nature. Her innate ability to sense and navigate the interwoven planes makes her an unparalleled Ranger. Shiori’s knowledge of herbs and her understanding of the natural world is as profound as the ancient scrolls lining the Palace library. The Jade and Moonstone amulet she wears enhances her connection to the Feywild, allowing her to move through different planes with ease and subtly influence the natural world around her. Her oath is to defend the delicate balance of the Feywild, a responsibility that stems from her deep respect for the interconnectedness of all things. The Twins' Journey: Sent on a pilgrimage by the Jade Hare, Suigetsu and Shiori embark on a quest to gather arcane, alchemic, and healing knowledge from various planes. Their journey is not merely an academic pursuit; it holds a deeper significance, known only to the Archfey. The twins, unaware of their hidden destiny tied to an ancient moon seal, travel as devoted Adepts, dedicated researchers, and unwitting players in a larger, unfolding saga. Their bond, forged in the heart of the Moon Palace, serves as their greatest strength, allowing them to overcome obstacles and unravel the mysteries that lie ahead. Suigetsu's unwavering faith and Shiori's intuitive understanding of the natural world complement each other, forming a formidable team capable of facing any challenge. Their shared destiny: The twins' journey is one of discovery, growth, and the unfolding of a destiny intertwined with the ancient magic of the Moon Palace and the secrets of the Feywild. Their individual strengths, combined with their unbreakable bond, will determine the course of their future and perhaps, the fate of worlds beyond their own. Shiori, the Ranger of Whispering Paths, was born under the same rare lunar conjunction as her twin brother, Suigetsu, an event that imbued her with an uncanny connection to the Feywild. Her upbringing in the Moon Palace, amidst the whispering herbs and shadowy corridors, shaped her into a master tracker, healer, and communicator with the spirits of nature. From a young age, she displayed an exceptional ability to sense and navigate the interwoven planes, moving with an instinctual grace that belied her years. Her training under the Jade Hare honed her skills, pushing her to the limits of her perception and understanding of the natural world. She learned from trackers, wardens, and herbalists, mastering the arts of tracking, planar travel, and communicating with the spirits of nature. Her exceptional ability lies in sensing and navigating the unseen pathways between realms, moving with an instinctual grace that is both awe-inspiring and terrifying to those who witness it. She can blend seamlessly with the natural world, a phantom of the woods and a guardian of the wilds. The Jade and Moonstone amulet, a gift from the Archfey, enhances her connection to the Feywild, allowing her to move through different planes with ease and subtly influence the natural world around her. She uses her knowledge of herbs and her understanding of the natural world to heal and protect, her touch as gentle as a summer breeze and as potent as the most potent elixirs. She can communicate with the spirits of nature, seeking guidance and aid, her voice as soft as a rustling leaf and as persuasive as the song of a siren. Shiori's oath is to defend the delicate balance of the Feywild, a responsibility that stems from her deep respect for the interconnectedness of all things. Her journey is not merely a pilgrimage for knowledge; it's a quest for self-discovery, a path toward fulfilling her destiny. The hidden moon sigil within her veins whispers of a larger purpose, a destiny intertwined with the fate of the Feywild and the balance of the planes. Her intuitive understanding of the natural world, coupled with her mastery of stealth and tracking, will be tested as she navigates the treacherous paths ahead, facing challenges that will push her to the very limits of her abilities. She is more than just a ranger; she is a guardian, a protector, and a champion of balance, her path illuminated by the silvery glow of Chandra, the silver moon. |
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2025-06-21 19:00 | DDHC - Out of the Abyss - Chapter 1: Prisoners of the Drow | 1 | 12.16 | 10 | Bag of Holding | Show | ||
Teilnehmer: Infos: Wichtige Drow: Gefangene: Sylas Mutter wurde auch entführt und als sie sich wehrte wurde sie ins Netz der Spinnen geworfen und von einer verschlungen. gefundene gegenstände: Loot: 12gp 1sp 6cp Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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2025-06-28 20:30 | DDHC - Out of the Abyss - Chapter 2: In to Darkness | 2 | 10 | Cloak of the Manta Ray | Show | |||
Teilnehmer: Infos: Pilze die wir im Underdark gefunden haben: Tongue of Madness Ormu Nilhogg’s Nose Trillimac Fire Lichen Bluecap Loot: Cloak of the Manta Ray |
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2025-07-08 19:08 | DDHC - Out of the Abyss - Chapter 3: The Darklake | 3 | 664.1 | 10 | Show | |||
Teilnehmer: Infos: https://files.d20.io/images/105903670/9oUYPvnHy2IZF_TZB67lGg/med.png?1582762363 Als wir endlich in der Cuatoa Siedlung ankamen wurden wir erst von drei Wachen begrüßt die uns zu einer Statur ihrer Göttin Blibdoolvpoolp (Meeresmutter) bringen. Dort täuschte die Bewohner und deren Hohepreisterin Ploopploopeen, das wir mit Wohlwollend auf uns herabblick (Mit Minor Ilusion usw.). Bloppblippodd, Tochter der Hohepriesterin. Pilze im Underdark: Zurkhwood Loot: 664gp 1sp +1 lvl Ranger lvl 4 Feat: Skulker +1 Dex |
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2025-07-26 18:00 | DDHC - Out of the Abyss - Chapter 3: The Darklake | 4 | 10 | Windrunner´s Shroud (Glamoured Studded Leather), Oathkeepers Memento (Necklace of Prayer Beads), A Warrior's Promise (Ring of Free Action), Asklepios' Panacea (Staff of Healing), Odin, the Faithful Guardian (Onyx Dog), Helm of Comprehending Languages | Show | |||
Teilnehmer: Infos: Die Note die Mia Shiori zugesteckt hat: Fungy aus dem Underdark: Loot: Windrunner´s Shroud (Glamoured Studded Leather) While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor. Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. This studed leather armor is embroidered with fine linings of silver and pearl. Alice has woven them into it herself, formed from strands of moonlight and her own hair. With them she has woven in wishes of protection, good health and save journeys. White roc feathers cushion the joints of its shoulder pads. While not quite sentient, Alices wishes have granted this armor somewhat of a will. It harbors the desire to protect its master from harm. Its favorite glamour for traveling appears to be that of a bright grey cloak that glitters like a starry sky. Heroic. A great hero once wielded this item. Anyone who knows the item’s history expects great deeds from the new owner. "Everyone gets lost at times. They may hesitate and doubt which way to to. But don't worry. Everyone goes through moments of uncertainty and hesitation. Whether it's calming, angry, happy or sad. All they need is a little nudge to take that step where they truely belong. I'm leaving that little nudge with you and I hope you will share it with others. Such is the essence of adventure, the will of the Hexenzirkel." Oathkeepers Memento (Necklace of Prayer Beads) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. 1d20 Bead Spell The Necklace has 5 beads. One of Blessing, Curing, Favor, Smiting and Wind Walking. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. This necklace depicts Yggdrasil, the world ash. Woven into the knots that build its crown are five gems. Blue Alexandrite, Green Emerald, Red Garnet, Black Onyx and Yellow Peridot. At its roots a White Diamond lies, representing the wearers journey up the tree, the hardships they might endure and the anweres one might find along the path. Alexandrite. To navigate changes. *"Keep this as a reminder, in dark places you find yourself in. Look to the light within, so you may continue to serve, as a beacon for others. No one is unbreakable. Whatever pain one person may endure can bring others to tears. But therein lies our strength, for when we fall, our brothers and sisters are there to lift us up. Again and again, without end." A Warrior's Promise (Ring of Free Action) While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition. War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn. https://files.d20.io/images/450195463/y0Ftv7DQ9t2nIeFOuwDg7A/med.png?1753545905 Confident. This ring helps you feel self-assured. "As fragmented, imperfect beings, yours is a never-ending quest. To find your purpose, knowing your end is assured. To find the strength to carry on, when all strength has left you. To find joy even when darkness falls. And, amidst the deepest despair, light everlasting." Asklepios' Panacea (Staff of Healing) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. Strange material. This staff is crafted by an ancient metal, whose origin and remains have long been lost from this world, erased from histories weave. Orichalcum. This Staff is formed like a walking cane for a doctor, with a black shaft and a golden handle depicting a snake slithering up towards an orb with wings. Meant for examining patients without touching them, as well as for self-defense against the jaded. Magic mouth. Courtesy of Alice, this weapon is enchanted with a Magic Mouth spells, whispering "T'is time for an injection." whenever it is used to cast Cure Wounds from it to the recipient. Further, it shouts out "For life!", every time Mass Cure Wounds is cast from it in an heroic manner. "The most important lesson i've learned, is that learning isn't simply passing once eyes over words. Nay. It is when understanding for oneself, that knowledge attains its true value." Odin, the Faithful Guardian (Onyx Dog) A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Onyx Dog. This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed. Sentinel. This item glows faintly when demons are within 120 feet of it. It yearns to protect its master. This onyx figurine for some reason fails to summon a black Mastiff. Instead it is a black and white staffordshire terrier and the goodest of boys. It wears a collar with the name "Odin" written on it. The terrier fiercly protects its master and will often ignore its own recharge limitations to comfort them or go for walks. "For my understanding it isn't more power you require. Another will see to that. Instead, I would offer this: companionship. This one will never stray far and he will never die, rest assured. What love and joy has been torn from your life, I hope can be rekindled with this at least a little. Whatever you decide to do, I firmly believe you will do well. For you have the strength to forge your own path. You will leave countless lives better than you found them, and the souls you touch will never forget your kindness. Then, in difficult times, when you question your worth and your choices, they will raise their voices to remind you of the difference you have made. And so your actions will affirm your path." Helm of Comprehending Languages While wearing this helm, you can cast Comprehend Languages from it. +1 lvl Ranger Level 5 Item Chose: |
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2025-08-02 20:59 | DDHC - Out of the Abyss - Chapter 3: The Darklake | 5 | 30 | 10 | Ring of Water Walking, Robe of Eyes, Boots of Speed, Ring of Protection | Show | ||
Teilnehmer: Info: Gracklstugh Loot: 30gp Ring of Water Walking While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. Robe of Eyes This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success. Boots of Speed While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. Ring of Protection You gain a +1 bonus to AC and saving throws while wearing this ring. |